Parse `GAME_RELEASE_VERSION` and `DDNET_VERSION_NUMBER` definitions from `src/game/version.h` by default, so specifying a version manually is usually not necessary.
Upgrade to Gradle 8.5 and Gradle Plugin 8.3.0 for compatibility with Java 21. Explicity set Java version 21 in `build.gradle`. Increment compile and target SDK version to 34 accordingly.
Remove the explicitly defined, obsolete `buildToolsVersion` property in `build.gradle`, as it is now automatically derived by Gradle.
Replace the deprecated property `android:extractNativeLibs` in `AndroidMainfest.xml` with `useLegacyPackaging` in `build.gradle`.
Replace the deprecated package definition `package="tw.DDNet"` in `AndroidMainfest.xml` with `namespace("tw.DDNet")` in `build.gradle`.
Add the required property `android:exported="true"` to the main activity in `AndroidMainfest.xml`.
Use [cargo-ndk](https://github.com/bbqsrc/cargo-ndk) to configure cargo for building with the Android NDK. The output of `cargo ndk` is written to a subfolder for the target triplet, which cannot be changed by parameter. Therefore, the `CARGO_BUILD_DIR` is changed to this subfolder for the Android build, so the build process can find the output.
Use `$HOME` instead of `~` because cargo-ndk cannot correctly access the folder otherwise (will fail with error message indicating it could not determine the NDK version).
Add `DDNET_TEST_NO_LINK=ON` CMake argument, to fix Rust linking errors with tests.
Add additional CMake arguments to specify system name, API version and NDK location. Upgrade to Android API 34.
Use `nproc` instead of `32` threads for building.
Always force landscape orientation to be used for the game on Android.
Hide the title bar so it is not shown when starting the game. There is also a bug with SDL currently that leads to the title bar and status bar being shown permanently after minimizing and reopening the app, which is alleviated by hiding the title bar.
Always initialize the variables `local` and `supported` instead of initializing them conditionally, to fix the false-positive `possibly-used-before-assignment` pylint detection.
Closes#8369.
ALso exclude coverage.map from twmap-checker due to using tele
checkpoints without matching tele checkpoints to test physics.
Disable exact checks on valgrind. Only require at least one finish.
Use `objdump` instead of `winedump` to determine the image base address of the executable file, as `winedump` is not easily available on Windows.
It should be enough to install the `binutils` package (containing `addr2line` and `objdump`) from a package manager to use the script now.
Fix valgrind errors not being detected as failures when the tests otherwise finish, as the valgrind results are printed to stderr and not to the logfiles. Additionally, valgrind failures were not being detected because the error summary is not printed to stderr immediately but only after some time when valgrind has processed the summary.
Find random unused port to bind to by opening a socket on port 0 and closing it immediately. This gives a port that will very likely be unused because the system cycles through all ports before reusing old ones obtained this way.
Add `wait_for_launch` function to reduce duplicate code. Wait for server to launch before starting clients.
Improve log messages.
The contents of `variables.h` are moved to `config_variables.h` instead of being included with the preprocessor. The file `variables.h` is removed, so all config variables can be found in a single file instead of being spread over two files without any clear structure. The original declaration order of config variables is preserved. The unnecessary header guard `GAME_VARIABLES_H` from `variables.h` is removed, as the comment `// This file can be included several times.` already serves the same purpose of silencing the header guard check.
A comment is added at the end of `config_variables.h` to mark the location where modders should ideally declare all of their own config variables to avoid merge conflicts with us in the future.
Closes#7472.
Use `WaitForPipeDrain` to deterministically wait for the pipe to drain instead of using `Start-Sleep`.
Use `Dispose` instead of `Close` to properly flush and close the pipe stream.
Add error handling for connection timeout and I/O errors.
Handle `ERROR_BROKEN_PIPE` separately when peeking at pipe, as this happens when the pipe is disconnected immediately after connecting it or after reading the previous message.
Don't ignore `ERROR_BAD_PIPE` anymore, as the pipe should never be in a disconnected (i.e. bad) state at this point of the function.
Spam like the following is now hidden by the default config file:
```
[2022-06-16 01:55:22][console]: moderator access for 'left' is now enabled
[2022-06-16 01:55:22][console]: helper access for 'left' is now enabled
[2022-06-16 01:55:22][console]: user access for 'left' is now disabled
```
Also, the following were already converted to debug messages by #5904.
```
[2022-06-16 01:57:05][datafile]: loading data index=88 size=6159 uncompressed=875088
[2022-06-16 01:57:05][datafile]: loading data index=89 size=1481 uncompressed=972400
[2022-06-16 01:57:05][datafile]: loading data index=90 size=7199 uncompressed=972400
```
Add `scripts/check_config_variables.py` which checks if config variables defined in `src/game/variables.h` and `src/engine/shared/config_variables.h` are unused.
Update `SDL_scancode.h` which is used by `gen_keys.py` to generate the list of keys enum (`keys.h`) and the list of key names (`keynames.h`) and regenerate the lists.
This adds support for 6 uncommonly used keys (audiorewind, audiofastforward, softleft, softright, call, endcall).
Add RFC 3066 language tags to language index in order to identify the language to select when first starting the game based on the user's locale.
Multiple language tags can be specified per entry separated with a semicolon, as some languages have different tags that do not share a unique prefix (e.g., Simplified and Traditional Chinese).
- Also handle newer Dr.Mingw trace format where relative addresses are already resolved, as some crash logs may not contain the list of module addresses and versions.
- Add more parameters to `addr2line` invocation to print addresses, pretty-print, print function names, demangle, and resolve inlined functions.
- Strip absolute prefix of source paths, so the paths all starts at `src/`, to improve readability.
Add `scripts/check_standard_headers.sh` to check that no C standard header is included in our code. The script prints an error message for every C header used as well as the corresponding C++ header that should be used instead.
The script is added to the style checking CI.
Reimplement the Linux FIFO file server and client controls on Windows by using Named Pipes.
The DDNet server/client acts as a named pipe server and receives messages.
Messages can be posted to the named pipe server by connecting to it as a client.
The named pipe client can for instance be controlled from the command line with PowerShell.
The PowerShell script `scripts/send_named_pipe.ps1` is added for this purpose.
For example the PowerShell command `./send_named_pipe.ps1 "testpipe" "echo a"` sends the command `echo a` to the pipe named `testpipe`.
Multiple commands can be sent at the same time by separating them with semicolons or newlines.
Instead of considering diagonal hat inputs (e.g. up-left) as separate keys, consider them as inputs for both cardinal directions (e.g. up and left) at the same time.
This improves input with gamecontrollers that map the D-Pad to a joystick hat, as it was impossible with the previous handling to move with hat-left/right and jump with hat-up at the same time.
This means that diagonal hat buttons can no longer be used in binds, because they are no longer considered distinct buttons. It's unlikely that they would ever be useful in this game, as real joystick POV hats would not be used anyway.
Closes#6120.
This change does some more stuff:
* change the filename to include the time with seconds to be able to run
the script easier more often
* Fix that _backup tables are only moved after 1h and not immidiately in
UTC+1
* Add a parameter to configure the number of minutes the backup
* Add parameter to change timestamps to be in localtime
* consider the timeout in num_transfer calculation
* remove rows in _backup tables to not print in them in the log
* rename tables to TABLES, because it is meant to be a constant
5599: Add support for Rust code in DDNet r=def- a=heinrich5991
The glue is done using the [cxx crate](https://cxx.rs/) on the Rust side.
As a proof-of-concept, only a small console command (`rust_version`) printing the currently used Rust version was added.
You can generate and open the Rust documentation using `DDNET_TEST_NO_LINK=1 cargo doc --open`.
You can run the Rust tests using `cmake --build <build dir> --target run_rust_tests`, they're automatically included in the `run_tests` target as well.
Rust tests don't work on Windows in debug mode on Windows because Rust cannot currently link with the debug version of the C stdlib on Windows: https://github.com/rust-lang/rust/issues/39016.
---
The stuff in `src/rust-bridge` is generated using
```
cxxbridge src/engine/shared/rust_version.rs --output src/rust-bridge/engine/shared/rust_version.cpp --output src/rust-bridge/engine/shared/rust_version.h
cxxbridge src/engine/console.rs --output src/rust-bridge/cpp/console.cpp --output src/rust-bridge/cpp/console.h
```
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>